The Games They are a Changin': New Business Models and Transformation within the Video Game Industry
2015 (English)In: Humanities and Social Sciences Latvia, ISSN 1022-4483, Vol. 23, no 2, 4-20 p.Article in journal (Refereed) Published
The digital video game industry has established itself as one of the largest entertainment industries rivalling even well-established giants like the music industry and the film industry. The game industry has, however, been going through a transformation period the last couple of years and the development have been turbulent. Numerous game developing companies around the world have shut down. This transformation comes as a number of radical innovations and new business models have been introduced. The article explores the evolution and adaptation of new business models within the video game industry. There has been some recent scholarly work about the new business models within the industry. However, the historical evolution of business models within the game industry is underexplored and the changes have not been adequately linked to the techno-economic development. The aim is to contribute to the understanding of the development and transformation of the digital game industry, with a focus on recent years. Swedish game companies are used as example in this article. Many game developing companies has historically struggled but by adopting new business models, a number of companies like Mojang, King and Starbreeze have reached spectacular successes in the last couple of years.
Place, publisher, year, edition, pages
Riga: University of Latvia Press , 2015. Vol. 23, no 2, 4-20 p.
Video game industry, economic history, creative destruction, business model, digital distribution
Research subject Economic History
IdentifiersURN: urn:nbn:se:umu:diva-112803OAI: oai:DiVA.org:umu-112803DiVA: diva2:882543
FunderForte, Swedish Research Council for Health, Working Life and Welfare, 2010-0908